2004-07-20 21:30:35 +02:00
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// Interact.h
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//
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// Manages main-screen interaction (screen->worldspace mapping, unit selection, ordering, etc.)
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2004-07-21 18:34:07 +02:00
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// and the hotkey message processor.
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2004-07-20 21:30:35 +02:00
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// Does this belong in GUI?
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// Mark Thompson (mot20@cam.ac.uk / mark@wildfiregames.com)
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#include <vector>
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#include "Singleton.h"
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#include "Entity.h"
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#include "EntityManager.h"
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#include "EntityMessage.h"
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#include "Scheduler.h"
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#include "Camera.h"
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2004-08-03 01:14:54 +02:00
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#define MAX_BOOKMARKS 10
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#define MAX_GROUPS 20
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2004-07-20 21:30:35 +02:00
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// CSelectedEntities: the singleton containing entities currently selected on the local machine.
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// (including group allocations on the local machine)
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struct CSelectedEntities : public Singleton<CSelectedEntities>
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{
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CSelectedEntities() { clearSelection(); m_group = -1; m_group_highlight = -1; m_contextOrder = -1; }
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2004-10-07 21:23:35 +02:00
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std::vector<HEntity> m_selected;
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std::vector<HEntity> m_groups[MAX_GROUPS];
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i8 m_group, m_group_highlight;
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int m_contextOrder;
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void addSelection( HEntity entity );
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void removeSelection( HEntity entity );
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void setSelection( HEntity entity );
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void clearSelection();
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void removeAll( HEntity entity );
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bool isSelected( HEntity entity );
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CVector3D getSelectionPosition();
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void addToGroup( i8 groupid, HEntity entity );
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void saveGroup( i8 groupid );
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void loadGroup( i8 groupid );
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void addGroup( i8 groupid );
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void changeGroup( HEntity entity, i8 groupid );
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void highlightGroup( i8 groupid );
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void highlightNone();
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int getGroupCount( i8 groupid );
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CVector3D getGroupPosition( i8 groupid );
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void update();
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bool isContextValid( int contextOrder );
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void contextOrder( bool pushQueue = false );
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void setContext( int contextOrder );
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bool nextContext();
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bool previousContext();
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void renderSelectionOutlines();
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void renderOverlays();
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};
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// CMouseoverEntities: the singleton containing entities the mouse is currently hovering over or bandboxing
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// ( for mouseover selection outlines )
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struct SMouseoverFader
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{
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HEntity entity;
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float fade;
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bool isActive;
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SMouseoverFader( HEntity _entity, float _fade = 0.0f, bool _active = true ) : entity( _entity ), fade( _fade ), isActive( _active ) {}
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};
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struct CMouseoverEntities : public Singleton<CMouseoverEntities>
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{
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float m_fadeinrate;
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float m_fadeoutrate;
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float m_fademaximum;
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CVector2D m_worldposition;
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HEntity m_target;
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bool m_bandbox, m_viewall;
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u16 m_x1, m_y1, m_x2, m_y2;
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CMouseoverEntities()
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{
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m_bandbox = false;
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m_viewall = false;
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m_fadeinrate = 1.0f;
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m_fadeoutrate = 2.0f;
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m_fademaximum = 0.5f;
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m_mouseover.clear();
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m_target;
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}
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std::vector<SMouseoverFader> m_mouseover;
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void update( float timestep );
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void addSelection();
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void removeSelection();
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void setSelection();
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void expandAcrossScreen();
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void expandAcrossWorld();
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void renderSelectionOutlines();
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void renderOverlays();
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bool isBandbox() { return( m_bandbox ); }
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void startBandbox( u16 x, u16 y );
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void stopBandbox();
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};
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bool isMouseoverType( CEntity* ev );
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bool isOnScreen( CEntity* ev );
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int interactInputHandler( const SDL_Event* ev );
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#define g_Selection CSelectedEntities::GetSingleton()
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#define g_Mouseover CMouseoverEntities::GetSingleton()
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